Archive for the ‘Interdisciplinary’ Category


Exploring architecture in Second Life

Annabel Wharton, William B. Hamilton Professor
Art, Art History & Visual Studies

How is our relationship to physical space changing as space becomes “virtual”?  What do virtual spaces reveal about the people and circumstances that create them?  Those are questions asked by Annabel Wharton, Professor in Art, Art History & Visual Studies, in her research on Medieval and Modern Architecture.

Over the past few months, Wharton has explored Second Life, an immersive world inhabited by several million avatars representing real life humans, as well as Assassin’s Creed, a popular video game set in thirteenth century Palestine and Syria. She is examining the effects of digital architectures on those who navigate those virtual realms. In Fall 2009, she plans to teach a course on Jerusalem in which students will join her in investigating the power of architecture in these new media.

For the past four years, Wharton has been studying “pathological architectures,” seeking to understand and describe the ways that “sick” buildings affect the people who occupy them. More broadly, she is interested in how architectures act as agents in modifying the way humans live.  Her work in exploring architectures in Second Life and video games is preparation for the last chapter of her book.

“It’s impossible to understand space conventionally any longer; digital worlds and immersive spaces play too large part in our economy and culture to ignore,” Wharton said.

“I expected myself to be a kind of tourist in Second Life and in video games. But the space is invasive; it doesn’t allow you to be simply an objective observer. I have become subjectively engaged, in a way that surprised me. ”

Wharton also noted that, in Second Life, the spaces are created by the avatars themselves; both shaping and acting is an expression of their producers.  As opposed to “real” life, objects retain  reference to those who made them. A chair or a house in real life is anonymous; a chair or a house in Second Life, with a click of the mouse, reveals its creator. Search engines allow you to invite those makers to talk to you about their work.

For example, during the recent presidential campaign, Wharton explored the Second Life spaces created by Democrats and Republicans. Democratic spaces were functional, open, modern, information-centered. Republican sites were architecturally elaborate with classicizing buildings and the intimacy of Main Street. She drew from her observations conclusions about the working of the “public sphere” in immersive worlds.

For faculty thinking about integrating Google Earth, Second Life or video games into a course, Wharton suggests becoming familiar with the technology first.  She compares it to learning a new language or visiting a new city with its own culture and conventions. Each technology may take several weeks of learning its mechanisms and exploring its   the territory to feel “at home”.

With Second Life, Wharton recommends having students to visit a variety of spaces, some connected directly with the course contents and some not, in order to accustom themselves to navigating the space and interacting with other residents. But finally students can construct the historical sites they are studying in three dimensions so that they and other avatars may walk through them.

Most residents of Second Life are “in world” for social purposes or for entertainment—from soft-porn to “dancing for Jesus.” But groups engaged in politics, education, art and music are also active there. Avatars can walk around the Sistine Chapel and the Temple at Karnak or they can attend discussions of Obama’s Cairo speech with Egyptians, Turks, Iranians and other Muslims from around the real world. The first brief piece that Wharton wrote about Second Life described her first visit during the Gaza War to the newly opened Palestine Holocaust Museum (article at iReport).

“It is really worth investigating digital technologies,” Wharton says, “They give you a new means of rethinking your old assumptions—a central concern of education.”



Latin American & Caribbean Studies ePortfolio: Measuring Student Learning Outcomes

Antonio Arce, Academic Program Coordinator, Center for Latin American & Caribbean Studies

Project Description:

The Center for Latin American and Caribbean Studies (CLACS) offers a certificate for Duke students “interested in documenting their expertise and coursework focused on the region.” CIT is providing funding and consulting to enable CLACS to design and implement a process for evaluating their program with Chalk&Wire’s ePortfolio2 assessment software. By adding papers, videos and other ‘artifacts’ (examples of their learning) to a structured portfolio, students will benefit from receiving more feedback and guidance from faculty and program staff. Arce hopes that this evaluation process will help to “re-structure the certificate offerings, track student progress, and measure the impact of our curriculum and extra-curricular events on the learning outcomes of our students.”

Project start date: 12/15/2008
Funding awarded
:  $2750



“WIRED! New Representation Technologies for Historical Materials: Fusing Creativity with Scholarship and Communication”

Caroline Bruzelius, Professor, Art, Art History and Visual Studies

Project Description:

Caroline Bruzelius and faculty colleagues Mark Olson, Rachael Brady, Raquel Salvatella de Prada, and Sheila Dillon have developed a new gateway course, “Wired!”, that will integrate new technologies into the teaching of historical disciplines to prepare advanced undergraduates and graduate students to actively engage with and create new media in their scholarly work.  Students in the course will collaborate with faculty at Duke in Computer Science, Engineering and historical disciplines, as well as staff at the Nasher Museum and partners at an archaeological site in Italy to create projects that integrate scholarly research with multimedia documentation and presentation of their work.  The course will be taught for the first time in Spring 2009, with plans to make the course a regular part of the Visual Studies curriculum.

As part of the Strategic Initiative grants program, the Center for Instructional Technology is providing funding to purchase licenses for Strata Foto 3d software for use in the course.  In addition, the CIT is loaning the instructors a professional level SLR digital camera for the class.

Project start date:  1/12/2009

Funding awarded: $1,826



Personal Geographics: Mapping Self Identity

Merrill Shatzman; Associate Professor of the Practice; Department of Art, Art History and Visual Studies

Project Description:

Merrill Shatzman is in the early stages of creating a new course, “Personal Geographics: Mapping Self Identity”, that will be taught in Spring or Fall 2009. The course, based on traditional printmaking techniques, will focus on combining digital techniques with printmaking and involve faculty from other science and social science disciplines to encourage students to consider new ways that data visualization and mapping are used in personal inquiry and expression.

CIT Strategic Grant funding has been awarded to Shatzman to assist with development of the course. The funding will be used for a student assistant and other expenses to help Shatzman learn more advanced methods with digital graphics tools such as Photoshop and InDesign and to develop help materials, such as short video screen captures, that can be used for reference by students as they use computer graphics and visualization tools in conjunction with more traditional printmaking techniques.

Project start date: 5/22/2008
Funding awarded: $1,800



Readers in the Field

Cary A. Moskovitz, Senior Lecturing Fellow and director, Writing in the Disciplines
University Writing Program

Project Description

Cary Moskovitz has been using the concept of “think aloud” responses in his writing courses, getting professionals in various fields at Duke to record comments and feedback on student papers. Students gain valuable insight from a reader familiar with the subject area of the paper and gain a better sense of ownership of their writing in a “real world” situation.

To build on the success of this approach in his own courses, Moskovitz is cooperated with the Duke Alumni Association to introduce this method into Writing in the Disciplines courses, by locating Duke alumni residing around the United States to serve as readers in three classes in Economics, History and Chemistry in Spring 2008.

During Fall 2007, Moskovitz used CIT funding to explore the technologies which will be used to implement the full project in Spring 2008. From fifty alumni applicants, twenty were paired with Duke students.  Readers used a webcam-assisted teleconference to virtually “meet” with their student partners, and web-based audio recording software to record a “think aloud” response on a student paper in the course. Students used the readers’ feedback to edit and improve their writing based on this professional input. The CIT consulted on technology approaches, documentation for the volunteer readers and students, and evaluation of the project.

The main challenges encountered during the project were recruitment of alumni readers with expertise that matched the student papers and with technology problems encountered by some users.  Using Wimba for recording of responses was successful, but some users had difficulty configuring and setting up the webcams or Skype account for the project.  Reactions to use of video for the project were mixed, with some users finding it more efficient to talk with students by phone and others reporting that it added a meaningful dimension to their interactions with the students.

Project Started: 8/15/2007
Funding: $5,000 total (Fall 2007, Spring 2008)



Online virtual worlds

Victoria Szabo, Program Director for Information Science + Information Studies, Arts & Sciences

Project description
ISIS (Information Science + Information Studies) explored Second Life for teaching and learning. Students studied virtual worlds as social phenomena and “texts” as well as technical aspects like 3d modeling, scripting, and virtual space design. Projects included: construction of a student project gallery and virtual labyrinth for the ISIS Focus cluster; research assignments in Gender and Digital Culture; developing virtual world content in ISIS 140 and 240; a “getting started” script garden; a Next Newsroom prototype, and a virtual economics experiment (co-funded by VSI).

ISIS is currently consulting with faculty in several departments: in Education, to create the English Café, in Nursing, to provide an online classroom environment; in Writing, to launch a Virtual Writing Center and with the Office of Institutional Equity to launch a virtual diversity training center. In addition, ISIS explored Croquet, Qwaq, and Project Wonderland to assess appropriate applications.

“We came into this project with some experience with Second Life, but also with the broader goal of understanding how virtual world environments can benefit our curriculum as well as be a rewarding object of inquiry. Second Life’s strengths are in its sociability, the ease in getting started, and the support resources available for it. Its limits are in house-only tool, the time it takes for users to get up to speed for construction activities and scripting (as opposed to just participating), and the challenges in integrating it into other systems.”

–Victoria Szabo

Find out more about these virtual world explorations, consider using Second Life in your class,  or learn how to get started with Second Life.

Project start date: 5/4/2007
Funding awarded: $ 2,500

More information:
Focus Cluster on Virtual Realities
Course descriptions
Project wiki
Second Life at Duke



DiVE into science education: Development of a biological/chemical 3D virtual model

Rochelle Schwartz-Bloom, Director, Duke Center for Science Education
Director, RISE (Raising Interest in Science Education)
Professor of Pharmacology

Project Description

The major goal of the project was to develop an immersive 3D virtual model to teach students chemical oxidation using a context that is relevant to students—alcohol metabolism. The model, developed for the DiVE, shows how alcohol is oxidized by 2 forms of the same liver enzyme, ADH. One form increases the risk of alcoholism, and another form decreases the risk. To carry out the project, 5 undergraduate students of different majors took Pharmacology 197/198 (Independent Study in Science Education). Working together the students developed the molecular models of alcohol and the enzymes according to their published structures, and built an interactive virtual reality experience, in the form of several games. The complete program takes about 35 minutes, and is also available in a web-based form. A separate group of students developed a tutorial for use by teachers interested in using the program in their chemistry classes.

Three different assessments were carried out during the funding period to assess content knowledge learned and student attitudes about the program. The first two provided formative data, and the third was a pilot study for a major grant. The first assessment targeted high school students, who demonstrated a significant increase in knowledge of chemical oxidation after viewing a preliminary version of the program in the DiVE. The second assessment, carried out in a Duke Pharmacology course (Pharm 150) during Fall 2008, showed that the interactive component of the program did not improve knowledge of oxidation compared to a non-interactive version. The small sample size (n=22) may have prevented detection of any significant differences. The third assessment was carried out in an accelerated intro chemistry course at Duke (Chem 23L) during the Spring 2009. ([The assessment was carried out as a senior thesis project by a Duke chemistry student (Dave McMullen)]. In this pilot study, students (n=121) were randomized into 3 groups to learn about alcohol oxidation; 1) a typical paper handout, 2) the DiVE program, and 3) a web-based version of the DiVE program (non-immersive), in the Duke LINK classrooms. Several outcomes were measured. There was no difference in the knowledge about oxidation among the 3 groups. It is possible that the immediate assessment (within 15 minutes of the intervention), or the single short exposure, did not allow the students to consolidate knowledge. However, the students in the DiVE group
expressed a greater interest in the content compared to the other groups, and they thought that they had a better understanding of oxidation (even though they did not demonstrate this). The pilot data will be used to write a major grant to carry out a more thorough assessment of the impact of the program on learning.

A summary of the program was presented at the IEEE Virtual Reality meeting in March, 2009 (abstract), and in January 2009 at the Visualization Friday Forum at Duke.   Finally, the webbased program will be made available to the public at http://www.rise.duke.edu/dive-adh (currently password-protected) and it will be submitted in September 2009 to the NSF-Science Visualization Challenge competition.

photo credit:  Les Todd

Project start date: 5/4/2007
Funding awarded: $ 6,500

Additional information:

Duke University Visualization Technology Group

RISE (Raising Interest in Science Education)

Other projects by Pharmacology 150

Duke Center for Science Education

Description of project in Duke Research Blog



Virtual tabernacle and temple experience

Anathea Portier-Young, Assistant Professor of Old Testament, Duke Divinity School

Project Description

Portier-Young applied to the CIT for funding to adapt a publicly available 3D model of the ancient Israelite Tabernacle and Temple for for viewing in the Duke Immersive Virtual Environment (DiVE), by students in her course “Introduction to Old Testament Interpretation.” Portier-Young wanted students to better understand the design of the site and its use in worship activities by seeing the site on a full scale “virtual” tour.

The Virtual Tabernacle is a model of a key worship site used by the ancient Israelites; the model allows the user to see the layout of the site and explore it as a “walkthrough.” Since there is only minimal evidence in original texts about the site’s layout and construction, the model provided a starting point for discussions about interpretation of Old Testament texts.

Student assistants working with the DiVE director adapted the existing 3D model for the display equipment in the facility. In addition, funding was provided for a student assistant to handle the logistics of testing the model and taking the 170 students in the course on the tour in small groups.

All of the students in Portier-Young’s class viewed the tour and several faculty from the Divinity School examined the model to consider using it in their own courses. Portier-Young developed a survey instrument for individuals who viewed the model. The survey results indicated that the students felt the model increased their comprehension of the ancient site and how it was used; viewing the model in an immersive environment allowed the students to see the actual scale of the site and gain a deeper understanding of the site’s components and explore open questions about how worship would have been conducted, based on evidence in the Old Testament texts.

Project start date: 1/25/2007
Funding awarded: $3,325



iPods Help Carry On Class Discussions

Duke University professor Richard Lucic’s course on information technology and society features frequent guest lecturers discussing how various technologies influence their disciplines.

In order to capture and carry forward class discussions begun by guest lecturers, Lucic records those classes with an iPod; then he posts the recordings on a class Web site for students to download and review on their computers or iPods.

Sophomore Ryan Sparrow got the assignment of leading a class discussion to further explore issues raised in two guest lectures, by Duke art history professor Anya Belkina, on her use of computer software to create video animations as works of art. Lucic class

Sparrow explained one way he prepared for his presentation. “I downloaded the lectures from the [class Web site] and I put them on my iPod,” he said. “One of them I listened to while I was at work at the Provost’s office. I was upstairs in the attic doing some filing and I got to just listen to the lecture and take some notes.” (The recording from Belkina’s first lecture was particularly helpful for Sparrow, who had missed that class after staying up late to complete an engineering project.)

Listening to the recordings, Sparrow homed in on issues he thought would spark further discussion, such as Belkina’s thoughts about the potentially ephemeral nature of digital art and the transition from using a paintbrush to a computer .

Professor Anya Belkina gave two guest lectures on using computer software to create artistic animations to a class in Duke’s Information Science and Information Studies certificate program. Listen to a portion of her first talk recorded with an iPod for students to review.

In his class presentation, Sparrow gave examples of technology intersecting with art — such as 3-D printers that “print” sculptures and animation software used to design movies like “Finding Nemo” — then posed his discussion questions. (Some students use their iPods to transport large multimedia files for their presentations, but Sparrow did not.)

Remarks from his peers ranged from how Japanese animé has created stars out of voiceover artists to the notion that computer programs themselves can be works of art.

Lucic said he plans to use audio segments of guest lectures to promote his course, which is part of Duke’s Information Science and Information Studies certificate program.

iPods were also a topic of class discussion later in the semester.



Yucca Mountain (proposed nuclear waste site): Policy and technology meet geology

Peter Malin, Professor, Earth & Ocean Sciences, Nicholas School of the Environment

Project descriptionMalin in DIVE

EOS223S is an open, interdisciplinary elective in Nicholas School which satisfies a seminar requirement of Trinity undergrads; it includes topics in geology, engineering, energy, environment, and policy. The course focused on the actual conditions and plans for a US national high-level nuclear waste deposit in Yucca Mountain, Nevada, through a guided field trip to the Yucca Mountain site. Pre-field trip classes included lectures on Yucca Mountain geology and student-prepared seminars/posters on specific aspects of Yucca Mountain and nuclear waste disposal. Geology requires students to visualize both scales and complex three dimensional relationships from 2 dimensional maps, which is particularly difficult for non-majors. The Duke Immersive Virtual Environment (DiVE Tank) provided three dimensional visualization of the geology and subsurface engineering, and an interactive way to explore the scale of the field site.

By the end of the course, students stated that the use of the 3-D Visualization before the field trip helped to frame the spatial relationships between sediment layers, faults, and topography. The students were asked write a position paper on the integrated geological, economic, and social aspects of the proposed site and state their position on its licensing using the graphical evidence. Their papers showed that they achieved most of the following goals: they referenced appropriate data bases of existing documents, and related these materials to the actual scales lengths, including time, space, economic, social, and political dimensions associated with the potential site and its use.

Project start date: May 26, 2006
Funding awarded: $5,000